Join us on Twitter and IRC (#ludumdare on Afternet.org) for the Theme Announcement!

Thanks everyone for coming out! For the next 3 weeks, we’ll be Playing and Rating the games you created.You NEED ratings to get a score at the end. Play and Rate games to help others find your game.We’ll be announcing Ludum Dare 36’s August date alongside the results.

New Server: Welcome to the New (less expensive) Server! Find any problems? Report them here.

Thank you so much everyone who played and commented on my game with helpful feedback!
The feedback was more or less unanimous, which made it a little easier to have a look at the flaws.

In the new build I’ve focused on making jumping easier by adding a small grace period where you’re able to jump after having walked off an edge. I’ve also made it possible to jump a little earlier before hitting the ground. You can jump higher overall as well, and the triple jump also allows you to move faster forwards than when you’re running.

More boost in the triple jump!

I made some small changes in order to address the slipperiness as well. It’s now possible to take smaller steps when starting movement from a standstill. It’s still easier to move slowly with an analog stick, but this somewhat emulates it for keyboard as well, without making the character feel to slow or unresponsive (I hope).

I’m also trying out an automatic camera solution that will slowly move to behind the character when the player is not manually rotating the camera. It won’t do this whilst the player is jumping, standing still or walking facing the camera. It’s experimental, but more akin to what is commonly seen in platformers, so tell me what you think of it!

Single jumps more useful.

I also wanted to tell you that I’ve added a Linux– and a Mac OS X build that is available for download now as well! \(o3o)/ wööö!

But don’t use the included graphics (the holodeck wall texture and the eye-shaped flashlight mask) if you’re doing the 48 hour compo (LD’s rules, not mine). If you’re doing the 72 hour jam, it’s not against the rules, but you’re being lazy. SceneKit is this easy.

The podium is technically code, not a graphic, but use it as an example of how to do nested animations (the ring rotates around the ball, and the question mark follows the ring while also rotating in place) or glowing materials or player interaction (it lights up if you walk over to it) or whatever, don’t just drop the entire thing in your game. It’s not a rule or copyright violation, just lazy.

Features:

LibOVR 0.4.1 support, including DK2 head tracking.

Multiple standard control schemes (WASD, click-to-move). “Forward” is where the player is facing (requires DK2).

Lights can autofollow the player. Spotlights can point where the player looks (requires DK2).

Lots of hooks for common game functions (example: if the theme is Don’t Stop Moving, put your punishment in stopMoving: in Scene.mm or your subclass of it).

You will also need LibOVR. You’ll need a developer account, but it only costs an email address. You do NOT need an Oculus Rift. See the GitHub page for more details — Xcode is picky about where you put these files.